/*
    The MIT License

    Copyright (c) 2010 IFMO/GameDev Studio

    Permission is hereby granted, free of charge, to any person obtaining a copy
    of this software and associated documentation files (the "Software"), to deal
    in the Software without restriction, including without limitation the rights
    to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
    copies of the Software, and to permit persons to whom the Software is
    furnished to do so, subject to the following conditions:

    The above copyright notice and this permission notice shall be included in
    all copies or substantial portions of the Software.

    THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
    IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
    FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
    AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
    LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
    OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
    THE SOFTWARE.
*/

#pragma once

/*-----------------------------------------------------------------------------
	FRScene entity :
-----------------------------------------------------------------------------*/

class EFREntity : public IFREntity {
	public:
							EFREntity		( class EFRScene *scene );
							~EFREntity		( void );
	
		virtual void		Render			( void );
		virtual void		Reload			( void );
		virtual void		SetPose			( const EPoint &position, const EQuaternion &orient );
		virtual void		SetMesh			( const IPxTriMesh mesh, bool update_verts_only=false );
		virtual void		SetColor		( const EColor &color )	{ this->color	= color; }
		virtual void		SetTime			( float time )			{ this->time	= time;  }
		virtual uint		GetFlag			( void ) const { return flags; }
		virtual void		SetFlag			( uint flags ) { this->flags = flags; }

		virtual void		SetJointXForm	( uint joint_id, const EMatrix &xform );
		
		bool				IsSkinned			( void ) const { return tri_mesh->IsSkinned(); }
		void				GetJointXForm		( uint joint_id, EMatrix &xform ) const;
		const EMatrix	*	GetJointXFormArray	( void ) const;
		
		EMatrix			GetWorldMatrix	( void ) const { return matrix_world; }
		
	public:
		EColor		color;
		float		time;
		
	protected:	
		uint	flags;
		
	protected:
		class EFRScene	*scene;
	
		//	entity state :
		EMatrix	matrix_world;
		EMatrix	joint_xforms[GE_MAX_JOINT_NUM];

		//	meshes :	
		IPxTriMesh	tri_mesh;
		IPxVertexBuffer	d3d_mesh;

		//	shading groups :		
		struct SG_s {
			uint start;
			uint num;
			HardRef<EFRShader>	shader;
		};
		
		std::vector<SG_s>	sgs;
	};